﻿using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;

public class EventManager<T> {

    private static Dictionary<EventType, List<Action<T>>> eventDic = new Dictionary<EventType, List<Action<T>>>();

    /// <summary>
    /// 添加事件
    /// </summary>
    /// <param name="type"></param>
    /// <param name="act"></param>
    public static void AddEvent(EventType type, Action<T> act)
    {
        if (eventDic.ContainsKey(type))
        {
            if (!eventDic[type].Contains(act))
            {
                eventDic[type].Add(act);
            }
        }
        else
        {
            List<Action<T>> list = new List<Action<T>>();
            eventDic.Add(type, list);
            list.Add(act);
        }
    }

    /// <summary>
    /// 移除事件
    /// </summary>
    /// <param name="type"></param>
    public static void RemoveEvent(EventType type)
    {
        if (eventDic.ContainsKey(type))
        {
            eventDic.Remove(type);
        }
    }

    public static void RemoveEvent(EventType type, Action<T> act)
    {
        if (eventDic.ContainsKey(type))
        {
            if (eventDic[type].Contains(act))
            {
                eventDic[type].Remove(act);
            }
        }
    }

    /// <summary>
    /// 触发事件
    /// </summary>
    /// <param name="type"></param>
    /// <param name="data"></param>
    public static void TriggerEvent(EventType type, T data)
    {
        if (eventDic.ContainsKey(type))
        {
            List<Action<T>> list = eventDic[type];
            foreach (var callback in list)
            {
                callback(data);
            }
        }
    }
}

public enum EventType
{
    None = 0,
    Maximize = 1,
    Minimize = 2,
}
